Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions.

Player🔗

Inherits: RigidBody3D

There is currently no description for this class. Please help us by contributing one !

Propiedades🔗

int

peer_id

1

String

username

"Newblood"

int

team_id

-1

InputSynchronizer

input

int

dominant_laterality

1

float

ground_speed

8.88888888888889

int

aerial_control_acceleration

4

float

max_floor_angle

60.0

float

jump_height

1.0

SpringArm3D

spring_arm

<unknown>

RemoteTransform3D

tp_head_remote_transform

<unknown>

IFF

iff

Health

health

Energy

energy

FlagHolder

flag_holder

Inventory

inventory

HUD

hud

Jetpack

jetpack

Node3D

mesh

ShapeCast3D

ground_sensor

Node3D

pivot

Camera3D

camera

CollisionShape3D

collider

<unknown>

float

gravity

<unknown>

bool

_jumping

false

Queue

local_predictions

Queue

control_states

int

last_sent_state

-1

int

last_control

0

Métodos🔗

Player

instantiate() static

void

req_loadout(idx: int = 0)

void

_ready()

void

_process(_delta: float)

void

_input_rotations()

void

_physics_process(_delta: float)

void

apply_inputs(sample: Variant, delta: float)

void

new_state(control_state: Dictionary)

void

replay_inputs(from: int, delta: float)

void

reconcile(prediction: Dictionary, control: Dictionary, delta: float)

Dictionary

get_state(id: int)

void

_integrate_forces(state: PhysicsDirectBodyState3D)

void

apply_state(control: Dictionary, do_rotate: bool = false)

void

_unhandled_input(event: InputEvent)

void

_animate_third_person()

bool

is_pawn()

void

_jump()

bool

is_on_floor()

bool

is_alive()

bool

has_flag()

void

_on_killed(by_peer_id: int)

void

respawn(location: Vector3)

void

_on_animation_player_animation_finished(animation_name: StringName)


Signals🔗

killed(victim: Player, killer: int) 🔗

There is currently no description for this signal. Please help us by contributing one!


damage(source: Node, target: Node, amount: int) 🔗

Emitted when a source wants to damage this body


respawned(player: Player) 🔗

Emitted when the player respawns, see respawn.


Constants🔗

scene = <Object> 🔗

depends on hardcoded path but allows to instantiate players from anywhere in the code without the


Property Descriptions🔗

int peer_id = 1 🔗

There is currently no description for this property. Please help us by contributing one!


String username = "Newblood" 🔗

There is currently no description for this property. Please help us by contributing one!


int team_id = -1 🔗

There is currently no description for this property. Please help us by contributing one!


InputSynchronizer input 🔗

There is currently no description for this property. Please help us by contributing one!


int dominant_laterality = 1 🔗

Which side the player is holding equipped weapon (right-handed by default)


float ground_speed = 8.88888888888889 🔗

The ground speed of the player


int aerial_control_acceleration = 4 🔗

The aerial acceleration is an horizontal acceleration component which a body can use to slightly adjust their trajectory while not InputSynchronizer.jetting but airborne


float max_floor_angle = 60.0 🔗

There is currently no description for this property. Please help us by contributing one!


float jump_height = 1.0 🔗

There is currently no description for this property. Please help us by contributing one!


SpringArm3D spring_arm = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


RemoteTransform3D tp_head_remote_transform = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


IFF iff 🔗

The is player IFF (Indicator Friend or Foe) component.


Health health 🔗

This is the player Health component.


Energy energy 🔗

This is the player Energy component.


FlagHolder flag_holder 🔗

This is the player FlagHolder component.


Inventory inventory 🔗

This is the player Inventory component.


HUD hud 🔗

This is the player HUD component.


Jetpack jetpack 🔗

This is the player Jetpack component.


Node3D mesh 🔗

This is the visual representation of the Player


ShapeCast3D ground_sensor 🔗

There is currently no description for this property. Please help us by contributing one!


Node3D pivot 🔗

There is currently no description for this property. Please help us by contributing one!


Camera3D camera 🔗

There is currently no description for this property. Please help us by contributing one!


CollisionShape3D collider = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


float gravity = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


bool _jumping = false 🔗

There is currently no description for this property. Please help us by contributing one!


Queue local_predictions 🔗

The Queue to store local prediction states


Queue control_states 🔗

The Queue to store authoritative control states


int last_sent_state = -1 🔗

There is currently no description for this property. Please help us by contributing one!


int last_control = 0 🔗

There is currently no description for this property. Please help us by contributing one!


Method Descriptions🔗

Player instantiate() static 🔗

There is currently no description for this method. Please help us by contributing one!


void req_loadout(idx: int = 0) 🔗

There is currently no description for this method. Please help us by contributing one!


void _ready() 🔗

There is currently no description for this method. Please help us by contributing one!


void _process(_delta: float) 🔗

There is currently no description for this method. Please help us by contributing one!


void _input_rotations() 🔗

There is currently no description for this method. Please help us by contributing one!


void _physics_process(_delta: float) 🔗

There is currently no description for this method. Please help us by contributing one!


void apply_inputs(sample: Variant, delta: float) 🔗

There is currently no description for this method. Please help us by contributing one!


void new_state(control_state: Dictionary) 🔗

This rpc can be called remotly by the authority to send specified control_state unreliably, which simply adds it to control_states


void replay_inputs(from: int, delta: float) 🔗

There is currently no description for this method. Please help us by contributing one!


void reconcile(prediction: Dictionary, control: Dictionary, delta: float) 🔗

There is currently no description for this method. Please help us by contributing one!


Dictionary get_state(id: int) 🔗

There is currently no description for this method. Please help us by contributing one!


void _integrate_forces(state: PhysicsDirectBodyState3D) 🔗

There is currently no description for this method. Please help us by contributing one!


void apply_state(control: Dictionary, do_rotate: bool = false) 🔗

There is currently no description for this method. Please help us by contributing one!


void _unhandled_input(event: InputEvent) 🔗

There is currently no description for this method. Please help us by contributing one!


void _animate_third_person() 🔗

There is currently no description for this method. Please help us by contributing one!


bool is_pawn() 🔗

This method returns wether the local system multiplayer peer has input authority over this node


void _jump() 🔗

There is currently no description for this method. Please help us by contributing one!


bool is_on_floor() 🔗

There is currently no description for this method. Please help us by contributing one!


bool is_alive() 🔗

There is currently no description for this method. Please help us by contributing one!


bool has_flag() 🔗

Whether the player FlagHolder holds a flag or not


void _on_killed(by_peer_id: int) 🔗

There is currently no description for this method. Please help us by contributing one!


void respawn(location: Vector3) 🔗

There is currently no description for this method. Please help us by contributing one!


void _on_animation_player_animation_finished(animation_name: StringName) 🔗

There is currently no description for this method. Please help us by contributing one!